/**************************************************************************/ /* editor_debugger_node.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifndef EDITOR_DEBUGGER_NODE_H #define EDITOR_DEBUGGER_NODE_H #include "core/object/script_language.h" #include "editor/debugger/editor_debugger_server.h" #include "scene/gui/margin_container.h" class Button; class DebugAdapterParser; class EditorDebuggerPlugin; class EditorDebuggerTree; class EditorDebuggerRemoteObject; class MenuButton; class ScriptEditorDebugger; class TabContainer; class UndoRedo; class EditorDebuggerNode : public MarginContainer { GDCLASS(EditorDebuggerNode, MarginContainer); public: enum CameraOverride { OVERRIDE_NONE, OVERRIDE_2D, OVERRIDE_3D_1, // 3D Viewport 1 OVERRIDE_3D_2, // 3D Viewport 2 OVERRIDE_3D_3, // 3D Viewport 3 OVERRIDE_3D_4 // 3D Viewport 4 }; private: enum Options { DEBUG_NEXT, DEBUG_STEP, DEBUG_BREAK, DEBUG_CONTINUE, DEBUG_WITH_EXTERNAL_EDITOR, }; class Breakpoint { public: String source; int line = 0; static uint32_t hash(const Breakpoint &p_val) { uint32_t h = HashMapHasherDefault::hash(p_val.source); return hash_murmur3_one_32(p_val.line, h); } bool operator==(const Breakpoint &p_b) const { return (line == p_b.line && source == p_b.source); } bool operator<(const Breakpoint &p_b) const { if (line == p_b.line) { return source < p_b.source; } return line < p_b.line; } Breakpoint() {} Breakpoint(const String &p_source, int p_line) { line = p_line; source = p_source; } }; Ref server; TabContainer *tabs = nullptr; Button *debugger_button = nullptr; MenuButton *script_menu = nullptr; Ref